Yae Miko

Yae Miko

5★ElectroCatalystOff-field Damage

TL;DR

Yae Miko's Skill drops a lightning turret and she gets three of them. Put all three down near each other so they level each other up. Then walk away: they shoot enemies for 14 seconds while somebody else holds the field, 24 seconds once her Witch's Revelation quest is done. Her Burst calls every turret down as a big strike and hands the charges straight back. Place, swap out, Burst when it's up.

Rotation

  1. Skill (E) three times, taking a couple of steps between each one.
  2. Swap out and let them work. With the quest done they last 24 seconds.
  3. Burst (Q) when it's up and the turrets are still out. Each one comes down as a strike and refunds a Skill charge.
  4. Skill (E) again if any turret has run out, so there are always three standing.

Abilities

Skill (E) Drops a turret that zaps one nearby enemy at a time for 14 seconds, 24 once her Witch's Revelation quest is done. Three charges, 4 seconds between each, three turrets out at once. A turret standing near other turrets levels up and hits noticeably harder for it. Casting it with three already out throws in an extra strike.
Burst (Q) Costs 90 Energy, back in 22 seconds. A lightning strike, plus every nearby turret comes down as its own separate strike. With the quest done the turrets survive it. Each one that fired refunds a Skill charge.

The one mechanic to understand

Turrets standing near each other climb from level 1 to level 3 and each level is a real jump in damage, so you want all three clustered around the enemies. The trap is that placing one too close to an existing turret deletes the old one instead of buffing it. What you're after is a couple of steps between casts: not standing still and not running across the arena. Get it right and the same three casts do considerably more work for no extra effort.

What actually matters

  • Do the Witch's Revelation quest. It opens at level 70. Turrets last 24 seconds instead of 14 and survive her Burst. Every time a teammate triggers Superconduct or Stellar-Conduct, the next turret bolt hits harder, once every 2.5 seconds. Inside a Polestar Field that bolt also adds a Stellar-Conduct hit of its own.
  • Burst after the turrets, never before. The Burst fires whatever is out and gives the charges back. Cast it on an empty patch of ground and you've thrown away most of its damage and the refund with it.
  • Energy Recharge. 90 Energy is one of the priciest Bursts in the game. Roughly 130% to 150% if she's your only Electro, less if she isn't. In a Stellar-Conduct team most players skip the Burst, so skip the Energy Recharge too.
  • Elemental Mastery does double duty. One of her passives turns every point of it into extra turret damage, on top of whatever reaction the Electro is setting off.

Gear

Weapon Crit, with Elemental Mastery close behind. The Widsith turns up on the standard banner and is the accessible pick. In a Stellar-Conduct team craft Echoes of the Heart instead: it gives Elemental Mastery whenever she reacts and more Stellar reaction damage on top.
Artifacts 4-piece Golden Troupe. It boosts Skill damage and boosts it further while she's off the field, which is exactly where she spends the fight. In a Stellar-Conduct team take 4-piece Disenchantment in Deep Shadow instead, since Stellar-Conduct damage ignores the bonuses Golden Troupe gives.
Sands Goblet Circlet Substats
ATK / EM Electro DMG / ATK Crit Crit / ATK

Attack goblet in a Stellar-Conduct team, since that damage ignores Electro damage bonus. Elemental Mastery in one slot at most, never both sands and goblet.

Works well with

Her turrets tick away regardless of who's on the field, so what she wants is a teammate whose element reacts with Electro. Dendro is the usual answer, Hydro the other one. Cryo makes Superconduct, which a Snezhnaya teammate turns into Stellar-Conduct and that is what her quest passive pays out on.

Don't bother

  • Her Normal Attacks. Three slow spirit hits and she has no reason to stand there anyway.
  • Spreading turrets across the arena. They only level each other up when they're close.
  • Aiming them. They pick their own target and there's nothing you can do about it.
  • Waiting for the Skill to come off cooldown. Three charges means all three go down back to back.

Want the full deep dive? Read Yae Miko on KeqingMains.

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